Moved shaders to new directory
This commit is contained in:
parent
0b3f8340e3
commit
99b226237a
1244 changed files with 0 additions and 0 deletions
|
|
@ -1,26 +0,0 @@
|
|||
// Copyright 2020 Google LLC
|
||||
|
||||
Texture2D textureColorMap : register(t2);
|
||||
SamplerState samplerColorMap : register(s2);
|
||||
|
||||
struct DSOutput
|
||||
{
|
||||
[[vk::location(0)]] float3 Normal : NORMAL0;
|
||||
[[vk::location(1)]] float2 UV : TEXCOORD0;
|
||||
[[vk::location(2)]] float3 EyePos : POSITION0;
|
||||
[[vk::location(3)]] float3 LightVec : TEXCOORD2;
|
||||
};
|
||||
|
||||
float4 main(DSOutput input) : SV_TARGET
|
||||
{
|
||||
float3 N = normalize(input.Normal);
|
||||
float3 L = normalize(float3(1.0, 1.0, 1.0));
|
||||
|
||||
float3 Eye = normalize(-input.EyePos);
|
||||
float3 Reflected = normalize(reflect(-input.LightVec, input.Normal));
|
||||
|
||||
float4 IAmbient = float4(0.0, 0.0, 0.0, 1.0);
|
||||
float4 IDiffuse = float4(1.0, 1.0, 1.0, 1.0) * max(dot(input.Normal, input.LightVec), 0.0);
|
||||
|
||||
return float4((IAmbient + IDiffuse) * float4(textureColorMap.Sample(samplerColorMap, input.UV).rgb, 1.0));
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue